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Feats: Difference between revisions

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* When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down.
* When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down.


{{SAI|Mobile: Evade Opportunity Attack|w=30}'
{{SAI|Mobile: Evade Opportunity Attack|w=30}}
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
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{{HorizontalRuleImage}}
=== Moderately Armoured. ===
=== Moderately Armoured ===
Requires {{LightArmour}} [[Proficiency]]
Requires {{LightArmour}} [[Proficiency]]
{{SAI|Moderately Armoured|w=30}}
{{SAI|Moderately Armoured|w=30}}

Revision as of 10:14, 21 December 2023

Feats are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each, with fighters and rogues selecting an additional feat at levels 6 and 10, respectively.

See D&D 5e feat changes for an overview of difference between feats in 5e D&D and Baldur's Gate 3.

List of all feats

Ability Improvement

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Actor

Grants Actor Actor:

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Alert

Grants Alert Alert:

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Athlete

Grants Athlete: Standing Up Athlete: Standing Up:

  • Your Strength or Dexterity score increases by 1, to a maximum of 20.
  • When you are Prone Prone, standing up uses significantly less movement.
  • Your Jump Jump distance also increases by 50%.
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Charger

Grants two attacks:

  • Charger: Weapon Attack Charger: Weapon Attack:
    • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
      • Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage.
      • This counts as a single weapon attack, so it is possible to follow up with abilities like Extra Attack.
  • Charger: Shove Charger: Shove:
    • Charge forward and Shove Shove the first enemy in your way.
      • Shove distance depends on your Strength and the target's weight.
      • As a normal Shove, this does not count as an actual attack.
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Crossbow Expert

Crossbow Expert: Point-Blank Crossbow Expert: Point-Blank:

Crossbow Expert: Wounding Crossbow Expert: Wounding

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Defensive Duelist

Grants Defensive Duellist Defensive Duellist:

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Dual Wielder

Dual Wielder: Bonus Armour Class Dual Wielder: Bonus Armour Class

  • You have a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand.

Dual Wielder Dual Wielder

  • You can use Two-Weapon Fighting even if your weapons aren't Light You cannot dual-wield Heavy weapons.
  • Note: the feat is very ambiguously worded. Testing shows it doesn't actually give the Two-Weapon Fighting style, it just allows you to dual wield non-light non-heavy weapons.
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Dungeons Delver

Dungeon Delver: Perception Dungeon Delver: Perception

Dungeon Delver: Resist Traps Dungeon Delver: Resist Traps

  • Note: This feat is actually completely non-functional. It does nothing, for the same reasons the Barbarian's Danger Sense is also largely broken, and the functions for the features described does not exist.
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Durable

Durable Durable

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Elemental Adept

  • Spells you cast ignore Resistance to a damage type of your choice. In addition, when you deal that type of damage with a Spell, you cannot roll a 1.

Damage resistance options are one of the following:

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Great Weapon Master

Great Weapon Master: Bonus Attack Great Weapon Master: Bonus Attack

  • When an attack with a melee weapon lands a Critical Hit or kills a creature, you can make another melee weapon attack as a Bonus Action that turn.

Great Weapon Master: All In Great Weapon Master: All In

  • When attacking with a  Two-Handed or  Versatile melee weapon (in both hands) that you are Proficient with, Attack rolls take a -5 penalty, but their damage increases by 10.
    • This is a toggleable passive ability.
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Heavily Armoured

Requires Medium armour Proficiency Heavily Armoured Heavily Armoured

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Heavy Armour Master

Requires Heavy armour Proficiency Heavy Armour Master Heavy Armour Master

  • Increase your Strength Strength by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
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Lightly Armoured

Lightly Armoured Lightly Armoured

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Lucky

Lucky Lucky

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Mage Slayer

Mage Slayer: Saving Throw Advantage Mage Slayer: Saving Throw Advantage

Mage Slayer: Attack Caster Mage Slayer: Attack Caster

  • You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.

Mage Slayer: Break Concentration Mage Slayer: Break Concentration

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Magic Initiate: Bard

Magic Initiate: Bard Magic Initiate: Bard

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Magic Initiate: Cleric

Magic Initiate: Cleric Magic Initiate: Cleric

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Magic Initiate: Druid

Magic Initiate: Druid Magic Initiate: Druid

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Magic Initiate: Sorcerer

Magic Initiate: Sorcerer Magic Initiate: Sorcerer

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Magic Initiate: Warlock

Magic Initiate: Warlock Magic Initiate: Warlock

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Magic Initiate: Wizard

Magic Initiate: Wizard Magic Initiate: Wizard

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Martial Adept

Martial Adept Martial Adept

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Medium Armour Master

(Requires Medium armour Proficiency Medium Armour Master Medium Armour Master

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Mobile

Mobile: Evade Difficult Terrain Mobile: Evade Difficult Terrain

Mobile: Evade Opportunity Attack Mobile: Evade Opportunity Attack

  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
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Moderately Armoured

Requires Light armour Proficiency Moderately Armoured Moderately Armoured

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Performer

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Polearm Master

Polearm Master: Bonus Attack Polearm Master: Bonus Attack

Polearm Master: Opportunity Attack Polearm Master: Opportunity Attack

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Resilient

Resilient Resilient

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Ritual Caster

Ritual Caster: Free Spells Ritual Caster: Free Spells

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Savage Attacker

Savage Attacker Savage Attacker

  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
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Sentinel

Sentinel: Vengeance Sentinel: Vengeance

  • When an enemy in melee range attacks an ally, you can use a Reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.

Sentinel: Snare Sentinel: Snare

Sentinel: Opportunity Advantage Sentinel: Opportunity Advantage

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Sharpshooter

Sharpshooter: Low Ground Sharpshooter: Low Ground

Sharpshooter: All In Sharpshooter: All In

  • Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
  • Note: This is a toggleable passive ability.
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Shield Master

Shield Master Shield Master

Shield Master: Block Shield Master: Block

  • If a Spell forces you to make a Dexterity Saving Throw, you can use your Reaction to shield yourself and diminish the effect's damage.
  • Notes:
    • On a failed save, you only take half damage.
    • On a successful save, you don't take any damage, even if you normally would.
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Skilled

Skilled Skilled

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Spell Sniper

Spell Sniper Spell Sniper

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Tavern Brawler

Tavern Brawler Tavern Brawler

  • Increase your Strength Strength or Constitution Constitution by 1, to a maximum of 20.
  • When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and Attack rolls.
  • Note: Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
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Tough

Tough Tough

  • Hit Point maximum increased by 2 for each level.
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War Caster

War Caster: Concentration War Caster: Concentration

War Caster: Opportunity Spell War Caster: Opportunity Spell

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Weapon Master

Weapon Master Weapon Master

Footnotes

  1. Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.